Luminous Shade of the Forgotten Depths
In the darkest recesses of forgotten caves and sunken ruins, an ethereal figure drifts silently, casting a ghostly light that reveals nothing but shadows. This entity, a remnant of sorrowful spirits consumed by their solitude, appears as an undulating mass of shimmering darkness intertwined with flickering light. Its form is both captivating and disorienting, as layers of fragile luminescence mask its true nature. Those who venture too close often find their thoughts and memories slipping away, leaving them in a state of disarray. The creature prefers to toy with its prey, luring explorers deeper into peril before striking with quick, brutal force.
Luminous Shade of the Forgotten Depths
Medium Undead, Neutral
- Armor Class 15 (natural armor)
- Hit Points 136 (16d8 + 64)
- Speed 0 ft., fly 40 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 22 (+6) | 18 (+4) | 16 (+3) | 14 (+2) | 20 (+5) |
- Saving Throws Dex +10, Con +8, Wis +6
- Skills Deception +9, Insight +6, Stealth +10
- Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities blinded, charmed, deafened, frightened, paralyzed, poisoned
- Senses truesight 60 ft., passive Perception 12
- Languages understands all languages it knew in life but cannot speak
- Challenge 7 (2,900 XP)
- Proficiency Bonus +3
Illumination Aura. A 10-foot radius sphere of dim light surrounds the creature. Creatures within this area must succeed on a DC 15 Wisdom saving throw at the beginning of their turn or have disadvantage on Wisdom saving throws until the start of their next turn.
Memories of the Lost. When a creature starts its turn within 30 feet of the creature, it must make a DC 15 Intelligence saving throw. On a failed save, the creature suffers 1d8 psychic damage and loses access to one of its abilities (player's choice) or one spell slot (if applicable) until the end of its next turn. This ability has no effect on constructs or undead.
Innate Spellcasting. The creature’s spellcasting ability is Charisma (spell save DC 17). The creature can innately cast the following spells, requiring no material components:
- At will: darkness, minor illusion
- 3/day each: fear, mirror image, invisibility
- 1/day each: phantasmal killer, shadow of Moil
Actions
Multiattack. The creature makes two attacks: one with its Shadow Grasp and one with its Ethereal Touch.
Shadow Grasp. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 6) necrotic damage, and target must succeed on a DC 17 Strength saving throw or be grappled (escape DC 17). The grappled target can’t move and takes 10 (3d6) psychic damage at the start of each of its turns.
Ethereal Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 22 (4d10) force damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be stunned until the end of its next turn.
Rejuvenate Shade (Recharge 5-6). The creature can reappear in an unoccupied space it can see within 60 feet, regaining 20 hit points. Each time it uses this ability, it leaves a shimmer of light that enhances the Illumination Aura for 1 minute, which now causes affected creatures within 30 feet to have disadvantage on all attack rolls until the aura ends.
This entity presents a formidable challenge for engaging combat, utilizing psychic manipulation and a blend of powerful abilities to keep players on their toes, while also encouraging them to strategize and make careful decisions as they confront this haunting figure.